1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
|
extends Sprite
signal configure(center, texture_size)
signal hex_touched(pos, hex, key)
const MAPH : String = "res://assets/map-h.png"
const MAPV : String = "res://assets/map-v.png"
const BLOCK : String = "res://assets/block.png"
const BLACK : String = "res://assets/black.png"
const MOVE : String = "res://assets/move.png"
const GREEN : String = "res://assets/green.png"
const TREE : String = "res://assets/tree.png"
const CITY : String = "res://assets/city.png"
const MOUNT : String = "res://assets/mountain.png"
var drag : Sprite
var board : HexBoard
var prev : Vector2
var hexes : Dictionary
var hex_rotation : int
var p0 : Vector2
var p1 : Vector2
var los : Array
var move : Array
var unit : Unit
var show_los : bool
var show_move : bool
func _ready():
board = HexBoard.new()
board.tile_factory_fct = funcref(self, "get_tile")
board.v = false
drag = null
hexes = {}
los = []
unit = Unit.new()
func reset() -> void:
hexes.clear()
hexes[-1] = Hex.new() # off map
func get_tile(coords : Vector2, k : int) -> Tile:
if hexes.has(k): return hexes[k]
var hex : Hex = Hex.new()
hex.rotation_degrees = hex_rotation
hex.configure(board.center_of(coords), coords, [GREEN, BLACK, CITY, TREE, MOUNT, MOVE])
hexes[k] = hex
$Hexes.add_child(hex)
return hex
func config(l : bool, m : bool) -> void:
show_los = l
show_move = m
func on_rotate() -> void:
texture = load(MAPH if board.v else MAPV)
var ts : Vector2 = texture.get_size()
var v0 : Vector2 = Vector2(50, 100)
var c = ts / 2
if centered:
if board.v:
v0.x -= ts.y / 2
v0.y -= ts.x / 2
else:
v0 -= ts / 2
c = Vector2(0, 0)
if board.v:
hex_rotation = 30
board.configure(10, 4, 100, v0, false)
else:
hex_rotation = 0
board.configure(10, 7, 100, v0, true)
emit_signal("configure", c, ts)
p0 = Vector2(0, 0)
p1 = Vector2(3, 3)
$Tank.position = board.center_of(p0)
$Target.position = board.center_of(p1)
for hex in $Hexes.get_children():
$Hexes.remove_child(hex)
hex.queue_free()
reset()
update()
func on_mouse_move() -> void:
if drag != null:
drag.position = get_local_mouse_position()
func on_mouse_1(pressed : bool) -> void:
var pos : Vector2 = get_local_mouse_position()
var coords : Vector2 = board.to_map(pos)
if pressed:
notify(board.get_tile(coords), pos, coords)
if drag == null:
prev = coords
if board.to_map($Tank.position) == coords:
drag = $Tank
elif board.to_map($Target.position) == coords:
drag = $Target
else:
if drag:
if board.is_on_map(coords):
drag.position = board.center_of(coords)
if drag == $Tank: p0 = coords
else: p1 = coords
update()
else:
drag.position = board.center_of(prev)
drag = null
func on_mouse_2(pressed : bool) -> void:
var pos : Vector2 = get_local_mouse_position()
var coords : Vector2 = board.to_map(pos)
if pressed:
var hex : Hex = board.get_tile(coords)
hex.change()
notify(hex, pos, coords)
update()
func notify(hex : Hex, pos : Vector2, coords : Vector2) -> void:
if board.is_on_map(coords): emit_signal("hex_touched",pos, hex, board.key(coords))
else: emit_signal("hex_touched", pos, hex, -1)
func update() -> void:
$Los.visible = false
for hex in los: hex.show_los(false)
if show_los:
$Los.visible = true
var ct : Vector2 = board.line_of_sight(p0, p1, los)
$Los.setup($Tank.position, $Target.position, ct)
for hex in los: hex.show_los(true)
for hex in move: hex.show_move(false)
if show_move:
# warning-ignore:return_value_discarded
board.possible_moves(unit, board.get_tile(p0), move)
for hex in move: hex.show_move(true)
|